Torque3D Documentation / _generateds / IDisplayDevice.h

IDisplayDevice.h

Engine/source/platform/output/IDisplayDevice.h

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Classes:

class

Defines the basic display pose common to most display devices.

Detailed Description

 1
 2//-----------------------------------------------------------------------------
 3// Copyright (c) 2012 GarageGames, LLC
 4//
 5// Permission is hereby granted, free of charge, to any person obtaining a copy
 6// of this software and associated documentation files (the "Software"), to
 7// deal in the Software without restriction, including without limitation the
 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
 9// sell copies of the Software, and to permit persons to whom the Software is
10// furnished to do so, subject to the following conditions:
11//
12// The above copyright notice and this permission notice shall be included in
13// all copies or substantial portions of the Software.
14//
15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21// IN THE SOFTWARE.
22//-----------------------------------------------------------------------------
23
24#ifndef _IDISPLAYDEVICE_H_
25#define _IDISPLAYDEVICE_H_
26
27#include "console/consoleTypes.h"
28
29class GameConnection;
30class GuiCanvas;
31
32// Defines a custom display device that requires particular rendering settings
33// in order for a scene to display correctly.
34
35/// Defines the basic display pose common to most display devices
36typedef struct DisplayPose
37{
38   QuatF orientation;  /// Direction device is facing
39   Point3F position;    /// Relative position of device in view space
40
41   Point3F velocity;
42   Point3F angularVelocity;
43
44#ifdef DEBUG_DISPLAY_POSE 
45   MatrixF actualMatrix;
46   MatrixF originalMatrix;
47#endif
48
49   U32 state; /// Generic state
50
51   bool valid; /// Pose set
52   bool connected; /// Device connected
53} IDevicePose;
54
55class IDisplayDevice
56{
57public:
58   virtual bool providesFrameEyePose() const = 0;
59
60   /// Get a display pose for the specified eye, or the HMD if eyeId is -1.
61   virtual void getFrameEyePose(IDevicePose *pose, S32 eyeId) const = 0;
62
63   virtual bool providesEyeOffsets() const = 0;
64   /// Returns eye offset not taking into account any position tracking info
65   virtual void getEyeOffsets(Point3F *dest) const = 0;
66
67   virtual bool providesFovPorts() const = 0;
68   virtual void getFovPorts(FovPort *out) const = 0;
69
70   virtual void getStereoViewports(RectI *out) const = 0;
71   virtual void getStereoTargets(GFXTextureTarget **out) const = 0;
72
73   virtual void setDrawCanvas(GuiCanvas *canvas) = 0;
74   virtual void setDrawMode(GFXDevice::GFXDeviceRenderStyles style) = 0;
75
76   virtual void setCurrentConnection(GameConnection *connection) = 0;
77   virtual GameConnection* getCurrentConnection() = 0;
78
79   virtual void onStartFrame() = 0;
80
81   /// Returns a texture handle representing a preview of the composited VR view
82   virtual GFXTexHandle getPreviewTexture() = 0;
83};
84
85#endif   // _IDISPLAYDEVICE_H_
86